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FAQ/Move List by Goh_Billy

Version: 7.0 | Updated: 04/18/07

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                            Breakers Revenge
              FAQ By: Goh_Billy (billy_kane_32@hotmail.com)
                             Version #: 7.0
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


Sections
--------
      1. Legend
      2. System
         2.1  Basics
         2.2  Breakers
         2.3  Meter Filling
         2.4  Combo Messages
      3. Characters
         3.1  Sho
         3.2  Pielle 
         3.3  Condor
         3.4  Rila
         3.5  Tia
         3.6  Alsion III
         3.7  Maherl
         3.8  Dao-Long	
         3.9  Saizo
         -----------------
         3.10 Bai-Hu	
      4. Conclusion
         4.1  What's Missing/Needed
         4.2  Credits



===============================================================================
1. Legend
===============================================================================



  ub  u  uf        f - Forward        HP - Heavy Punch     P - Any Punch
    \ | /          b - Back           LP - Light Punch     K - Any Kick
  b--   --f        u - Up             HK - Heavy Kick      + - And  
    / | \          d - Down           LK - Light Kick      / - Or  
  db  d  df                           Any - Any Button     , - Then 

 qcf - quarter circle forward (d, df, f)
 qcb - quarter circle back (d, db, b)
 hcf - half circle forward (b, db, d, df, f)
 hcb - half circle back (f, df, d, db, b)


===============================================================================
2. System
===============================================================================


2.1 Basics
----------
Block High                b
Block Low                 db                          does not block overheads
Backdash                  b, b                        does not work for Condor
Dash Forward              f, f                        does not work for Condor

Throw                     f/b + HP close
Taunt                     Start

Breaker                   perform a maneuver at the
                            tail end of hitstun or
                            blockstun
Knockdown Recovery        LP+LK+HP/LK+HP+HK after
                            being knocked down 
Dizzy Recovery            shake joystick and tap P
                            and K rapidly when 
                            dizzied

Negative Edge             allows you to perform       an example would be
                            maneuvers by holding        performing a qcf + P
                            the attack button           maneuver by instead
                            down, performing            holding P, qcf,
                            the motion, then            releasing P; this
                            releasing the attack        works for specials
                            button                      and supers

Super                     refer to character's        each super costs one
                            movelist                    stock each


2.2 Breakers
------------
  In this game, it is possible to cancel into pretty much any maneuver from the
tail end of hitstun or blockstun.  That is, you can use a reversal of sorts if
you are being hit by something or blocking an attack.  This can even be 
performed during some "combos."  These false combos that can be broken are
usually spotted by their large gap between hits, space dependence, ect.  Since
you are still able to be hit after canceling, it is best to use a move that has
some invincibility on start up.  Examples include some supers (ie. Maherl's
Rolling Press, Rila's Shine Beast, Pielle's Thunder Kurauzaa), some specials
(ie. Tia's Lightning Upper, Saizo's Yashagami), some backdashes and so on.  You
will see that a successful Breaker is indicated by a green circle underneath
your character.  This is the same circle you get with wakeup attacks.


2.3 Meter Filling
-----------------
  The universal rule in this game is that a character's meter will charge when
he/she uses a special move or touches the opponent with a normal move.  Also
in this game, however, characters can gain meter by whiffing an attack.  Some
characters can build meter with certain whiffed normals, while other can't.
The following chart displays each character and the situations in which they
can build meter.  If the situation results in building meter, it will be
marked with an X:         


           |  Whiffed Ground   ||  Whiffed Ducking  ||    Whiffed Air    |
           | LP | LK | HP | HK || LP | LK | HP | HK || LP | LK | HP | HK |
--------------------------------------------------------------------------
Sho        |    |    | X  | X  ||    |    | X  | X  ||    | X  | X  | X  |
--------------------------------------------------------------------------  
Pielle     |    | X  | X  | X  ||    | X  | X  | X  || X  | X  | X  | X  |
--------------------------------------------------------------------------
Condor     |    | X  | X  | X  ||    | X  | X  | X  || X  | X  | X  | X  |
--------------------------------------------------------------------------
Rila       | X  | X  | X  | X  || X  | X  | X  | X  || X  | X  | X  | X  |
--------------------------------------------------------------------------
Tia        |    | X  | X  | X  ||    |    | X  | X  || X  | X  | X  | X  |
--------------------------------------------------------------------------
Alsion III | X  | X  | X  | X  || X  | X  | X  | X  || X  | X  | X  | X  |
--------------------------------------------------------------------------
Maherl     | X  | X  | X  | X  ||    |    | X  | X  || X  | X  | X  | X  |
--------------------------------------------------------------------------
Dao-Long   |    |    | X  | X  ||    |    | X  | X  || X  | X  | X  | X  |
--------------------------------------------------------------------------
Saizo      |    |    | X  | X  ||    |    | X  | X  || X  | X  | X  | X  |
--------------------------------------------------------------------------
Bai-Hu     | X  |    | X  | X  || X  |    | X  | X  || X  | X  | X  | X  |   
--------------------------------------------------------------------------


2.4 Combo Messages
------------------
3-4 hits = Good
5-7 hits = Cool
8-11 hits = Great
12-19 hits = Wonderful
20+ hits = Excellent



===============================================================================
3. Characters
===============================================================================

*******************************************************************************
* 3.1 Sho                                                                     *
*******************************************************************************
Colors        
------ 
LP - Orange
LK - Black       
HP - Green
HK - Blue
Jin - Yellow



Throws
------
Shoulder Toss             f/b + HP close              f and b determine where
                                                        opponent is thrown
Falling Drop              Any + HP/HK close in air


Basic Moves
-----------
Backdash                  b, b
Dash Forward              f, f                        can attack out of; full
                                                        distance dash
  Halt                    b
Rapid Jabs                LP x5 in air                overhead
Rotating Leg Blade        u, HK                       smashes opponent to the 
                                                        ground; overhead
Elbow                     HP close
  Elbow Follow Up         HP                          2 hits
    Uppercut Finish       HP                          3 hits; Sho jumps slightly
                                                        off the ground; can 
                                                        cancel into air super
Rising Snap               HK close                    2 hits


Command Moves
-------------
Backroll Recovery         LP+LK+HP/LK+HP+HK after
                            being knocked down 
Lunge Knee                LK+HP                       air supers linkable; low
                                                        dodge
Overhead Punch            LP+HP                       overhead
Shin Kick                 LK+HK                       must be blocked low
Uppercut                  u + HP in air
Dive Kick                 d + HK in air               great link into his
                                                        Chou Kuuchuu RekkoHa
                                                        super
Dive Stomp                d + LK in air               overhead; can follow with
                                                        another air move
Launch Punch              d + HP                      launches opponent


Special Moves
-------------
Rekko Ha                  qcf + P                     LP is slow, HP is fast; 
                                                        will collide with 
                                                        other projectiles as
                                                        both will be 
                                                        "destroyed" in the 
                                                        process
Midare Kiryuu Keri        qcf + K                     2 hits; HK has longer
                                                        reach; allows Sho to
                                                        ride past opponent;
                                                        if blocked Sho will
                                                        be in air, with
                                                        possibility for air
                                                        supers
Shippuu Sho Ken Tsuki     f, b, f + P                 13 hits; grounds opponent
Kurenai Sandan Keri       qcb + K                     starting with HK makes 
                                                        finished series go 
                                                        higher; grounds 
                                                        opponent 
  Second Crimson Kick     K                           2 hits; grounds opponent
    Crimson Finish        K                           3 hits; grounds opponent


Supers
------
Seiken Shouha             qcf, qcf + P                11 hits; absorbs 
                                                        projectiles
Kurenai Gansai Shuu       qcb, qcb + K                16 hits; must touch
                                                        opponent to produce a
                                                        finishing kick; can
                                                        combo from a trip if
                                                        performed immediately
                                                        after
Air Kurenai Gansai Shuu   qcb, qcb + K in air         16 hits; must touch
                                                        opponent to produce a
                                                        finishing kick
Chou Kuuchuu Rekko Ha     qcf, qcf + P in air         5 hits; absorbs 
                                                        projectiles


``````````````````````````````````````````````````````````````````````````````
Win Quotes
----------
~To Sho - Even if you imitate my actions, the results will be the same!
~To Dao-Long - It was a good fight.  I got even with you for the scar on my 
  face!
~That guy's movements are totally different from those!
~You are so weak, you can't put out my fire!
~Well, it seems that you haven't had enough training!
~You can't beat me with your superficial martial arts!
~Fairly strong...But my fire seems much stronger than yours!

Bai-Hu Confrontation
--------------------
My power is a force of darkness.  Even your power looks faded in front of me!

Ending
------
The strongest martial artist in the world was possessed with an evil spirit.  
In seeking the same strength as Bai-Hu he feels some cold sympathy to the 
path that Bai-Hu has followed.  He left on a journey for ascetic training...
to meet his own self, to master the essence of martial arts, and to prepare 
for a decisive battle with his rival.  




*******************************************************************************
* 3.2 Pielle                                                                  *
*******************************************************************************
Colors
------  
LP - Grey pants, White shirt, Blue scarf (Pink roses, Light Orange Ropin, 
  Blue Bonjour Shot)
LK - Green pants, Light Green shirt, Red scarf (Blue roses, Orange Ropin, 
  Purple Bonjour Shot)
HP - Purple pants, Pink shirt, Green scarf (Orange roses, Purple Ropin, 
  Yellow Bonjour Shot)
HK - Red pants, Light Red shirt, Orange scarf (Purple roses, Blue Ropin, 
  Green Bonjour Shot)
George - Blue pants, Light Blue shirt, Pink scarf (Blue roses, Orange Ropin, 
  Pink Bonjour Shot) 



Throws
------
Frankensteiner            f/b + HP/HK close           f and b determine where
                                                        opponent is thrown
Frankensteiner Drop       Any + HP/HK close in air


Basic Moves
-----------
Backdash                  b, b
Dash Forward              f, f                        can attack at end of dash
Down Swipe                HP far                      2 hits


Command Moves
-------------
Backroll Recovery         LP+LK+HP/LK+HP+HK after
                            being knocked down 
Dash Swipe                LP+HP
Diving Butt               LK+HK                       overhead; low dodge
Pogo Spike                d + LP in air               overhead; can follow with
                                                        another air move
High Arch Swipe           u + HP in air               overhead
Launch Slash              d + HP                      launches
Slide                     d + HK                      must be blocked low; 
                                                        grounds opponent


Special Moves
-------------
Bonjour Shot              qcf + P                     LP is slow, HP is fast;
                                                        sometimes counter hit
                                                        will launch opponent
                                                        for possible super link;
                                                        stops just before full 
                                                        screen distance; will 
                                                        collide with other 
                                                        projectiles as both 
                                                        will be "destroyed" in
                                                        the process
Ropin Runner              f, d, df + P                LP is 1 hit, HP is 2 
                                                        hits that grounds 
                                                        opponent; absorbs
                                                        projectiles
Rosa Train                qcb + K                     grounds opponent; LK is
                                                        3 hits, HK is 7 hits and
                                                        rides past opponent
Musshu Clash              qcb + P
  Clash Follow Up         P                           2 hits
    Clash Finish          P                           3 hits; grounds opponent
                                                        behind Pielle
Merushii Une Deux Trois   d + LP+LK+HP/LK+HP+HK       3 hits; first part is an 
                                                        overhead; grounds
                                                        opponent


Supers
------
Andu Ropin                qcf, qcf + P                13 hits; absorbs 
                                                        projectiles
Thunder Kurauzaa          qcb, qcb + P                14 hits
Super Rosa                qcb, qcb + K                8 hits; dash must touch
                                                        opponent to fully 
                                                        execute the super


``````````````````````````````````````````````````````````````````````````````
Win Quotes
----------
~To Pielle - Fouling my beauty... The blame is worth dying!
~I will give you roses for your miserable defeat.  Valet, bring me some roses.
~I have to win.  For the beautiful money... Well, for my honor. 
~You mediocre persons can't understand it, can you?  ...This noble beauty of 
  mine! 
~It looks to have been proved that I am more beautiful!
~Valet, wipe clean my saber.  Don't leave any stain on the damned fellow.
~Ohhh... My saber has got filthy with your damned blood.
~Valet, apply a bandage! What? We don't have any? Go and buy some bandages. 
  What? No money?

Bai-Hu Confrontation
--------------------
Have you also come here blinded with money... Well, fine, I'll just cut you 
down.

Ending
------
The sham nobleman returned to his luxurious life.  "I'm beautiful.  This 
brand-new robe suits my striking figure well.  And this large mirror that I 
bought yesterday.  My reflection in it...  Too beautiful."  Then, he comes 
to himself.  "...I have no money...to pay my valet's salary." 




*******************************************************************************
* 3.3 Condor                                                                  *
*******************************************************************************
Colors
------
LP - White pants, Green cloth, Red trim
LK - White pants, Purple cloth, Red trim
HP - Teal pants, Yellow cloth, Red trim
HK - Yellow pants, Purple cloth, Blue/Green trim
Gigars - Red pants, Black cloth, Red trim



Throws
------
Tiger Bomb                f/b + HP close              f and b determine where
                                                        Condor jumps with the
                                                        Tiger Bomb
Suplex                    f/b + HK close              f and b determine where
                                                        opponent is thrown
Overhead Slam             f/b + LP/LK close
Headbutts                 df + HP close               tapping the buttons will
                                                        increase the speed of
                                                        the hits
Choke                     df + LP/LK close            possible super link after
                                                        choke; tapping the
                                                        buttons will increase
                                                        the speed of the chokes
Bearhug                   df + HK close               tapping the buttons will
                                                        increase the speed of
                                                        the Bearhug


Basic Moves
----------
Power Fist                u, HP                      smashes opponent to the 
                                                       ground; overhead
Mid Snap Kick             HK close                   2 hits


Command Moves
-------------
Hop Recovery              LP+LK+HP/LK+HP+HK after
                            being knocked down 
Lunge Punch               f + HP
Body Splash               d + HP in air               overhead
Angled Kick               d + HK in air               overhead


Special Moves
-------------
Sky Bridge                qcf + K                     2 hits; grounds opponent;
                                                        HK reaches further; 
                                                        first part must 
                                                        connect (not blocked)
                                                        to perform the entire
                                                        maneuver
Moonlight Slam            360 + P                     connects close; 
                                                        unblockable; grounds 
                                                        opponent
Grand Buffalo Horn        f, f + K                    grounds opponent; must be
                                                        blocked low; HK reaches
                                                        further; can go under
                                                        projectiles if timed 
                                                        right
Tomahawk Jack             LP+LK+HP/LK+HP+HK           absorbs projectiles; if
                                                        connected to jumping
                                                        enemy, opponent is
                                                        launched for possible
                                                        super link


Supers
------
Astra Rock Buster         qcf, qcf + P                3 hits; one of the 
                                                        starting charge moves
                                                        must connect (not 
                                                        blocked) to perform
                                                        the entire super
Moonlight Shake           360 x2 + P close            25 hits; unblockable


``````````````````````````````````````````````````````````````````````````````
Win Quotes
----------
~To Condor - Go back to your village and say that you've realized that you are 
  still an unskilled hunter.
~I, who have been strengthened in the wilderness, can't be defeated by you!
~Throw away your hate.  Then, your skills will become superb.
~The Holy spirit dwells in you. It's natural you are so strong.
~The sun rises and sets.  Your defeat was also directed by the Holy spirit.
~The world is so huge. I'm really surprised that a man can trouble me so 
  much...

Bai-Hu Confrontation
--------------------
Sealing me?  It makes me laugh!  It's you that will be sealed as part of my 
power!

Ending
------
The evil one was sealed away, and he reached the top of the world as a 
martial fighter.  However, he has no arrogance at all.  He is hunting as 
usual, but he is burning at the bottom of his heart.  He is continuously 
training his body and honing his skills to prepare for the time when the Holy 
spirit will call him again.




*******************************************************************************
* 3.4 Rila                                                                    *
*******************************************************************************
Colors
------
LP - Grey costume, Orange hair, Silver trim (Orange Shine Beast)
LK - Red/Orange costume, Blue hair, White trim (Blue Shine Beast)
HP - Purple costume, Red hair, Yellow trim (Green Shine Beast)
HK - Black costume, Blonde hair, Green trim (Purple Shine Beast)
Sandra - Purple costume, Pink hair, Gold trim (Blue Shine Beast)



Throw
-----
Hard Slam                 f/b + HP close              f and b determine where
                                                        opponent is thrown


Basic Moves
-----------
Backdash                  b, b
Dash Forward              f, f


Command Moves
-------------
Backroll Recovery         LP+LK+HP/LK+HP+HK after
                            being knocked down 
Side Kick                 f + HK


Special Moves
-------------
Quick Scratch             Charge b for 2 seconds,     if the move touches the
                            f + LP                      opponent, she will jump
                                                        back after the maneuver
Quick Uppercut            Charge b for 2 seconds,     grounds opponent
                            f + HP
Spinning Claw             tap P rapidly               11 hits; HP slides along 
                                                        faster; must connect
                                                        (not blocked) to 
                                                        perform the entire
                                                        maneuver
Wild Sabre                Charge d for 2 seconds,     grounds opponent; LK is 1 
                            u + K                       hit, HK is 7 hits
Killer Snake              Charge b for 2 seconds,     LK is 2 hits, HK is 3 hits
                            df + K                      and grounds opponent;
                                                        move must touch 
                                                        opponent to perform the
                                                        entire maneuver; HK
                                                        version can link into
                                                        the Bloody Fang super

 
Supers
------
Shine Beast               Charge b for 2 seconds,     6 hits; if delayed for 6
                            f, b, f + P (hold P         super will abort; if
                            to delay)                   opponent walks into 
                                                        the Shine Beast it 
                                                        will automatically 
                                                        activate; Shine Beast
                                                        leap must touch the
                                                        opponent to perform the
                                                        entire super 
Bloody Fang               Charge db for 2 seconds,    21 hits; can catch
                            df, db, u + K               airborne opponent; must
                                                        connect (not blocked)
                                                        to perform the entire
                                                        super; tapping the
                                                        buttons will increase
                                                        the speed of the bites


``````````````````````````````````````````````````````````````````````````````
Win Quotes
----------
~To Rila - Which tribe do you come from?  Do you come to Rila's village?
~To Tia - You, feeble!  Are you really an Amazonian?
~You strong.  You have same smell like me.
~Rila keep the rules of the forest!
~You, weak.  You can't live in the forest.
~I hungry.  I feel bad here.
~You look delicious.
~You strong.  But Rila is much stronger!

Bai-Hu Confrontation
--------------------
What a fool, coming all this way in order to become my victim.  If you hadn't 
left the jungle, you could live much longer!

Ending
------
The shadow covering the ground, which had been predicted by the head of 
the Amazonians, was revealed to be an evil spirit possessing the martial 
artist.  Now, Rila is on her way to tell them that the crisis is over.  
However, the dress she bought with the prize she won isn't right to walk in.  
"Aghh... It's hard to walk with this dress on."




*******************************************************************************
* 3.5 Tia                                                                     *
*******************************************************************************
Colors
------
LP - Red (Pink Rapid Gale)
LK - Yellow (Green Rapid Gale)
HP - Black (Purple Rapid Gale)
HK - Pink (Yellow Rapid Gale)
Shelly - Green (Green Rapid Gale)



Throws
------
Suplex                    f/b + HP close              f and b determine where
                                                        opponent is thrown
Kick To Earth             Any + HP/HK close in air


Basic Moves
-----------
Backdash                  b, b
Dash Forward              f, f                        can attack out of
Slide Snap                HK far                      2 hits


Command Moves
-------------
Backroll Recovery         LP+LK+HP/LK+HP+HK after
                            being knocked down 
Double Shot               LP+HP                       2 hits
Crescent Kick             LK+HK                       2 hits; second hit is an 
                                                        overhead
High Fist                 u + P in air                overhead


Special Moves
-------------
Rapid Gale                qcf + P                     LP is slow, HP is fast;
                                                        stops just before full
                                                        screen distance; will 
                                                        collide with other 
                                                        projectiles as both 
                                                        will be "destroyed" in
                                                        the process
Soul Spike                qcb + K                     HK has slightly more reach
                                                        and grounds opponent
Air Soul Spike            qcb + K in air              HK has slightly more 
                                                        reach; if landed onto
                                                        an airborne opponent
                                                        try linking into the 
                                                        Rapid Change
Lightning Upper           f, d, df + P                LP is 1 hit, HP is 3 hits
                                                        with more reach; grounds
                                                        opponent
Mirage Spear Kick         tap K rapidly               HK is faster more rapid 
                                                        kicks


Supers
------
Rapid Change              qcf, qcf + P                10 hits; can pick
                                                        opponent off the 
                                                        ground; super must
                                                        connect (not blocked)
                                                        to perform finishing
                                                        down blow
Burning Revolver          qcb, qcb + P                22 hits; can control 
                                                        height with u or d
Air Burning Revolver      qcb, qcb + P in air         22 hits; can control 
                                                        height with u or d
Cutlass Flasher           qcf, qcf + K                7 hits; first hit is an 
                                                        overhead


``````````````````````````````````````````````````````````````````````````````
Win Quotes
----------
~To Tia - I've learned my kick directly from my brother.  You can't imitate 
  it...
~To Sho - Good bye, you who look like my brother.  I won't forget you...
~To Rila - Sleeping like that, you are also an ordinary lady.
~I have to win.  To see my brother.
~That's why you relaxed your guard, thinking I'm just a female.
~What are you looking at?  Do you look away since you think you can easily 
  defeat me?
~You are no match for my kicks.
~It was a risky fight... See you again sometime.

Bai-Hu Confrontation
--------------------
I ate the spirit of your brother to make it my blood and flesh!  It was really
delicious!

Ending
------
"You...?  My brother!?"  Her brother, a young champion was taken away from 
the site of his first defending match.  Although it had been known that he 
fell into the hands of Bai-Hu, it hadn't been known until now whether he was 
still living or not.  "Ti... Tia..."  Now, her battle has finished.    




*******************************************************************************
* 3.6 Alsion III                                                              *
*******************************************************************************
Colors
------
LP - Tan skin, Blue costume, Gold trim (Green-Blue Deadly Claw, Purple Anubis)
LK - Light Green skin, Red costume, Yellow trim (Purple Deadly Claw, Purple 
  Anubis)
HP - Green skin, Black costume, Yellow trim (Yellow Deadly Claw, Green-Blue 
  Anubis)
HK - Gold skin, Green costume, Pink trim (Blue Deadly Claw, Green-Blue Anubis)
Atoum - Grey skin, Green costume, Gold trim (Purple Deadly Claw, Purple Anubis)



Throws
------
Quick Toss                f/b + HP close              f and b determine where
                                                        opponent is thrown
Piledriver                Any + HP/HK close in air


Basic Moves
-----------
Teleport Backdash         b, b                        invulnerable for a second
Teleport Dash Forward     f, f                        can teleport past 
                                                        opponent; invulnerable
                                                        for a second
Air Kick                  LK in air                   knocks opponent into the
                                                        air for a split second;
                                                        overhead
Impossible Heel           HK                          good antiair move


Command Moves
-------------
Retreat Teleport Recovery LP+LK+HP/LK+HP+HK after
                            being knocked down 
Flying Slap               LP+HP                       overhead
Crescent Kick             LK+HK                       second hit is an overhead
Down Palm                 d + LP in air               overhead
Quick Kick                d + LK in air               overhead; knocks opponent
                                                        back
Stretch Strike            d + HP in air               overhead
Knee                      d + HK in air               overhead
Claw                      b + LP
Shin Kick                 b + LK                      must be blocked low
Low Palm Strike           b + HP
Retreating Double Kick    b + HK                      must be blocked low; can
                                                        follow with an air
                                                        attack
Stretch Headbutt          d + HP                      must be blocked low; 
                                                        knocks opponent back
Stretch Dropkick          d + HK                      opponent does NOT have
                                                        to block this low


Special Moves
-------------
Poison Fang               hcf + P                     grounds opponent; HP 
                                                        travels further; not
                                                        a full distance 
                                                        projectile; will 
                                                        collide with other 
                                                        projectiles as both 
                                                        will be "destroyed" in
                                                        the process; possible
                                                        super link if this move
                                                        connects to an opponent
                                                        in the corner
Deadly Claw               qcb + K                     overhead; launches 
                                                        opponent for possible
                                                        super link; LK appears
                                                        where move was
                                                        performed, HK appears a
                                                        small distance in front
                                                        of where move was
                                                        performed
Air Deadly Claw           qcb + K in air              overhead; launches
                                                        opponent for possible
                                                        super link; LK appears
                                                        where move was
                                                        performed, HK appears a
                                                        small distance in front
                                                        of where move was
                                                        performed
Dash Knee                 qcf + K                     HK travels further and 
                                                        grounds opponent
Air Dash Knee             qcf + K in air              HK travels further and 
                                                        grounds opponent


Supers
------
Anubis Hag                qcf, qcf + P                12 hits; absorbs 
                                                        projectiles; must 
                                                        connect (not blocked)
                                                        to perform the entire
                                                        super; tapping the 
                                                        buttons will increase
                                                        the speed of the hits;
                                                        Alsion has a slight
                                                        dizzy recovery after
                                                        the super, so he is
                                                        left very vulnerable
                                                        if the super misses
                                                        or is blocked
Pharaoh Rampage           qcb, qcb + P                5 hits


``````````````````````````````````````````````````````````````````````````````
Win Quotes
----------
~To Allison III - Who is it?  Are you of close lineage of blood of mine?
~To Condor - You, brave man.  Would you become a subject of mine?
~Why should I have a close battle with a fellow like you...!
~If you adopt my physical skills, you are likely to become strong.
~In front of an external flow of time, my victory is a very small thing.
~It's not you... The man I'm pursuing for revenge.

Bai-Hu Confrontation
--------------------
Wondering who, I've noticed that you were a prince at that time?  It should 
be your honor to be killed by me more than once.

Ending
------
The mortal enemy was defeated.  Before, his kingdom was destroyed by an evil 
spirit that possessed one of his subjects.  But now, that evil spirit is 
sealed away forever.  "I'll begin from this place."  He has returned to the 
tomb where he was sealed for 4,000 years.  Then, he vows to reconstruct his 
kingdom. 




*******************************************************************************
* 3.7 Maherl                                                                  *
*******************************************************************************
Colors
------
LP - Red, Yellow trim (Gold Kadabuura)
LK - Green, Yellow trim (Blue Kadabuura)
HP - Purple, Yellow trim (Green Kadabuura)
HK - Grey, Yellow trim (Purple Kadabuurra)
Javar - Yellow, White trim (Blue Kadabuura)

   
        
Throws
------
Rough Toss                f/b + HP close              f and b determine where
                                                        opponent is thrown
Slaps                     f/b + HK close              tapping the buttons will
                                                        increase the speed of
                                                        the slaps


Basic Moves
-----------
Back Roll                 b, b
Forward Roll              f, f                        can roll past opponent;
                                                        can roll under some
                                                        projectiles
Driving Headbutt          HP close                    2 hits


Command Moves
-------------
Belly Hop Recovery        LP+LK+HP/LK+HP+HK after
                            being knocked down 
Belly Hit                 LP+HP
Butt Drop                 d + LK in air               overhead
Belly Drop                d + HP in air               overhead


Special Moves
-------------
Fire Breath               hcf + P                     LP is 3 hits, HP is 4 hits
                                                        with a spinning flame 
                                                        that also grounds 
                                                        opponent; flame absorbs 
                                                        projectiles
Slash Sword               qcb + P                     grounds opponent; HP has 
                                                        longer distance
Punish Sword              qcb + K                     grounds opponent; LK is 
                                                        1 hit, HK is 2 hits and 
                                                        has longer distance
Maherl Bomb               LP+LK+HP/LK+HP+HK           overhead; grounds
                                                        opponent; Use b or f
                                                        with move combination
                                                        to control where
                                                        Mahrel lands


Supers
------
Kadabuura Bomber          qcf, qcf + P                6 hits; Kadabuura 
                                                        absorbs projectiles
Shiva Dance               qcb, qcb + P                4 hits
Rolling Press             360 + K close               11 hits; unblockable


``````````````````````````````````````````````````````````````````````````````
Win Quotes
----------
~Again, my sword has sucked in blood. 
~Why should I have such a close fight...?  I have to brush up on my sword 
  techniques!
~Ha ha ha.  Your technique is just like a mere dance in front of the art I 
  wield with a sword!
~If your opponent hadn't been me, you could perhaps have won!
~Only the man who can beat me is my comrade in battle!
~In my country, any wretched fellow like you is not recognized as a man.

Bai-Hu Confrontation
--------------------
Last year's victim was your comrade... It's no use trying to revenge him.  
Because, you'll follow the same fate!

Ending
------
He avenged his comrade.  But the comrade will never return.  His heart is 
filled with a sense of futility.  "Hatred makes hatred only... My friend 
wouldn't want this."  He says to himself and makes up his mind, he brush up 
his swordplay for his comrade one time, he leaves off it for his comrade now.




*******************************************************************************
* 3.8 Dao-Long                                                                *
*******************************************************************************
Colors
------
LP - Blue costume, Orange trim (Blue KouRyuuga)
LK - Green costume, Orange trim (Orange KouRyuuga)
HP - Black costume, Orange trim (Yellow KouRyuuga)
HK - Magenta costume, Orange-Yellow trim (Dark Blue KouRyuuga)
Liu-Khai - Red costume, Yellow trim (Orange KouRyuuga)



Throw
-----
Over The Shoulder Toss    f/b + HP close              f and b determine where
                                                        opponent is thrown


Basic Moves
-----------
Backdash                  b, b
Dash Forward              f, f                        can attack out of
Rapid Kicks               ub/uf, HK                   overhead; if connected
                                                        to airborne opponent
                                                        try to link into the
                                                        Shinkyoku Rembu


Command Moves
-------------
Backhop Recovery          LP+LK+HP/LK+HP+HK after
                            being knocked down 
Dragon Palms              LP+HP
Roundhouse                LK+HK
Falling Elbow             HP+HK                       overhead


Special Moves
-------------
Kou Ryuuga                Charge b for 2 seconds,     LP is slow, HP is fast;
                            f + P                       will collide with other
                                                        projectiles as both 
                                                        will be "destroyed" in
                                                        the process
Senkyu Tai                Charge d for 2 seconds,     grounds opponent; LK is
                            u + K                       1 hit, HK is 2 hits
                                                        and has slightly longer
                                                        reach


Supers
------
Houshin Renha             Charge b for 2 seconds,     8 hits; absorbs 
                            f, b, f + P                 projectiles
Shinkyoku Rembu           Charge b for 2 seconds,     13 hits; start up must
                            f, b, f + K                 connect (not blocked)
                                                        to perform the entire
                                                        super
Renkyuu Tai               Charge db for 2 seconds,    tap K rapidly for max
                            df, db, ub + K              hits; 30 hits


``````````````````````````````````````````````````````````````````````````````
Win Quotes
----------
~To Dao-Long - Your kung-fu isn't good enough to use on the presence of my 
  name.
~To Sho - I wonder what made my friend's techniques reach such a poor state...
~The skill of my friend was much sharper than yours!
~Not accomplished yet...  Train hard.
~It seems that you couldn't follow my movements.
~I swear on my dead father, your kung-fu training hasn't been completed yet.
~I've observed all your techniques... You can't use them on me any more.
~It was such a close fight... I need much more martial art practice.

Bai-Hu Confrontation
--------------------
You've never known that this body used to be the body of your father.  Can you 
defeat your true father?

Ending
------
The evil spirit was destroyed with his father's body.  "Your father was 
killed", his late mother told him, and so she was right in a sense.  He 
asked himself - was it alright?  The expression of his silent father is calm 
as if suggesting an answer to his question.




*******************************************************************************
* 3.9 Saizo                                                                   *
*******************************************************************************
Colors
------
LP - Green costume, Blue trim
LK - Dark Scarlet costume, Blue trim
HP - Black costume, Purple trim
HK - Purple costume, Green trim
Yukikage - Brown costume, green trim



Throws
------
Shoulder Toss             f/b + HP close              f and b determine where
                                                        opponent is thrown
Falling Drop              Any + HP/HK close in air


Basic Moves
-----------
Backdash                  b, b
Dash Forward              f, f                        can attack out of
  Halt                    b
Low Slashing              HP close                    must be blocked low
Dash Kick                 HK far


Command Moves
-------------
Backroll Recovery         LP+LK+HP/LK+HP+HK after
                           being knocked down 
Turning Heal Drop         LK+HK                       overhead
Sliding Trip              d + LK+HK                   must be blocked low;
                                                        grounds opponent
Sword Sweep               d + HP                      must be blocked low;
                                                        grounds opponent


Special Moves
-------------
Hiryu Spikes              qcf + LP                    2 hits; one will collide
                                                        with other projectiles
                                                        as both will be 
                                                        "destroyed" in the 
                                                        process while the other
                                                        spike will go past 
                                                        most projectiles for
                                                        a counter hit
Hiryu Bomb                qcf + HP                    grounds opponent; will 
                                                        collide with other 
                                                        projectiles as both 
                                                        will be "destroyed"
                                                        in the process; if it
                                                        misses and hits the 
                                                        ground it will create
                                                        an explosion that can
                                                        still hurt the 
                                                        opponent
Yashagami                 qcb + P                     LP is 2 hits, HP is 3 hits
                                                        with more distance and 
                                                        grounds opponent; can
                                                        cancel directly into a
                                                        super
EnzukiZan                 f, d, df + P                4 hits; HP launches 
                                                        opponent higher and has 
                                                        a slight step; grounds
                                                        opponent; since the
                                                        move launches the 
                                                        opponent, it can easily
                                                        combo into Saizo's 
                                                        supers


Supers
------
Musou-Shinra              qcf, qcf + P                10 hits; use as antiair
                                                        to get most hits to
                                                        connect; the spiked 
                                                        ball absorbs
                                                        projectiles
Musou-Tenha               qcb, qcb + P                LP produces the flames
                                                        close while HP produces
                                                        them far; 18 hits; 
                                                        flames absorb 
                                                        projectiles
SenkouEnsatsuJin          qcf, qcf + K                21 hits; dash in must
                                                        connect (not blocked)
                                                        to perform the entire
                                                        super


``````````````````````````````````````````````````````````````````````````````
Win Quotes
----------
~To Saizo - You got no power! You got no technique!  And you got no 
  persistence!
~You don't even wake me up.
~You're too weak, kid.  You'd better hurry home to your mother!
~You don't have what it takes to become a servant of mine.
~The word 'idiot' must have been made for you.
~You're better than I thought you were.

Bai-Hu Confrontation
--------------------
A leftover ninja, eh?  Fool!  I'll send you back to your mother in a box!

Ending
------
The clan's vengeance is dispelled.  But he has no place to return to.  As he 
calmly disappeared into the darkness, he mumbled, "So this is the fate one who
lives in darkness.  I guess my home is... glup... darkness."


-------------------------------------------------------------------------------


*******************************************************************************
* 3.10 Bai-Hu                                                                 *
*******************************************************************************


--To unlock Bai-Hu rotate the left joy counter-clockwise while also rotating--
   --the right joy clockwise at the character select screen.  If correct,-- 
                --Bai-Hu will appear to the right of Saizo.--

Colors 
------
LP - Green
LK - Green
HP - Green
HK - Green



Throws
------
Shoulder Toss             f/b + HP close              f and b determine where
                                                        opponent is thrown
Toss To Earth             Any + HP/HK close in air 


Basic Moves
-----------
Backslide                 b, b                        invulnerable for a second
Slide Forward             f, f                        can slide past 
                                                        opponent; invulnerable
                                                        for a second
Flame Uppercut            HP in air                   3 hits if you connect it
                                                        to an airborne 
                                                        opponent, 2 hits if you
                                                        connect it to an
                                                        opponent on the ground;
                                                        knocks opponent down or
                                                        out of the air; 
                                                        overhead
Open Scissors             ub/uf, LK                   2 hits; overhead
Blue Kick                 u, HK                       overhead; knocks opponent
                                                        back
Tail Spark                HP                          if it touches the
                                                        opponent (even if 
                                                        blocked) orbs will 
                                                        surround and attack
                                                        them; if not blocked
                                                        opponent will be 
                                                        launched into the air
                                                        for possible super link
Shin Kick                 LK                          must be blocked low
Power Kick                HK                          knocks opponent across
                                                        the screen; if near 
                                                        wall opponent will
                                                        bounce off of it and
                                                        it is possible to
                                                        link into a super


Command Moves
-------------
Orb                       f + LP 
Slash Kick                f + LK                      2 hits; second hit is an 
                                                        overhead
Demon Palms               f + HP
Launching Kick            f + HK                      launches opponent
Rising Elbow              d + HP                      2 hits; first part must
                                                        be blocked low; second
                                                        part knocks opponent
                                                        across the screen;
                                                        grounds opponent
Fire Slide                d + HK                      grounds opponent; must
                                                        be blocked low


Special Moves
-------------
Short Fireball            LP+LK                       if fireball hits dead on,
                                                        opponent will remain on
                                                        feet; if small after
                                                        wave hits, opponent will
                                                        be grounded; will 
                                                        collide with other
                                                        projectiles as both 
                                                        will be "destroyed" in
                                                        the process
Long Fireball             HP+HK                       if fireball hits dead on,
                                                        opponent will remain on
                                                        feet; if small after
                                                        wave hits, opponent will
                                                        be grounded; will 
                                                        collide with other
                                                        projectiles as both 
                                                        will be "destroyed" in
                                                        the process
Thunder Palm              LP+HP                       grounds opponent; if he
                                                        touches the opponent,
                                                        Bai-Hu will jump back
                                                        after the move
Demon Blast               LK+HK                       grounds opponent; absorbs
                                                        projectiles
Head Stomp                LP+HK                       overhead; grounds opponent
Lunge Kick                LK+HP


Supers
------
Super Thunder Palm        LP+LK+HP                    7 hits; if it touches the
                                                        opponent orbs will 
                                                        surround and attack
                                                        them
Nunchuku Flail            LK+HP+HK                    22 hits


``````````````````````````````````````````````````````````````````````````````
Win Quotes
----------
~To Sho - The force of darkness will hang over all the lights.
~To Pielle - He was just as I had imagined. Throw away this worthless fellow.
~To Condor - What's wrong with you? Won't your so-called Holy spirit help you?
~To Rila - I won't let you stop the invasion of my darkness.
~To Tia - What silly fellows, both the brother and sister were destroyed by me. 
  Ha ha!
~To Allison III - Go to your eternal sleep this time, so as never to able to 
  oppose me again.
~To Maherl - This resentment, this hatred...They are the perfect seasonings!
~To Dao-Long - How does it feel to become part of your father's power?
~To Saizo - Go back to your friends and apologize for being an inexperienced 
  fool.
~To Bai-Hu - The force of darkness will hang over all the lights.




===============================================================================
4. Conclusion
===============================================================================

4.1  What's Missing/Needed
-Corrections and clean up
-If you have anything to add, any corrections I need to make, please email me
at billy_kane_32@hotmail.com.  Credit will be given for your contribution.

4.2  Credits
-Visco
-Gamefaqs
-lgb for info on Alsion's super as well as info on increasing speed of moves
 with the mash buttons technique
-Shoryuken Wiki for the clarification on breakers
-And me for writing this faq



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